uniform sampler2D splatTexture;						
void main()                                                            	
{                                                                      	
  vec4 color2 = gl_SecondaryColor;                                   
  vec4 color = (0.6 + 0.4 * gl_Color) * texture2D(splatTexture, gl_TexCoord[0].st); 
  gl_FragColor =                                                     
    color * color2;
  //mix(vec4(0.1, 0.0, 0.0, color.w), color2, color.w);
}                                                                      
